Skills Revised
Appraise. Will now be treated as a knowledge skill
and subject to a DM wisdom roll.
Balance. For any skill
point you put into this skill, you get three ranks. The terrain in which battles take
place might be subject to balance checks; each turn one in is melee or one moves more than ½
movement in such terrain requires a check.
Failure means one can only move by ½, or one attacks at a –4
to-hit. Failure by 5 means one has
tripped. If one cannot fail by five,
then on a die roll of 1 you must make a dex. check at DC 10 to avoid falling.
DC 5 moderate under-brush, broad
stairs, slightly uneven or rocky terrain
DC 10 heavy under-brush, 30’
incline, sharp stairs, very uneven or rocky terrain
DC 15 a pinnacle of a rock, a
2.5”-6” ledge, 50’ incline
DC +5 very low light
Also, you can use ranks in this
skill to avoid a ‘Trip’ attack.
Animal Empathy. Is now incorporated into ‘Animal
Handling’. Charisma remains the
modifier.
Battle sense. This skill is
obsolete.
Bluff. See “Wisdom” article for details of changes.
Decipher Script. Now incorporated in the ‘Linguist’
knowledge-based skill.
Diplomacy. Also known as ‘Persuasion’. Class skill for clerics, paladins, bards.
Forgery. Also known as the ‘Scribe’ craft skill.
Handle Animal. Now encompasses ‘Animal Empathy’.
Innuendo. Now incorporated into ‘Sense Motive’.
Intuit Direction. Now incorporated into ‘Wilderness Lore’.
Jump. Combined with swim. Or, alternatively,
you may put one point in for three ranks.
Perform. Also known as ‘Entertain’. Can be used in situations involving just one
person. To raise another person’s reaction, the DC
is 10 + level of the person modified by wisdom.
You need at least 5 minutes to use this
skill. Class skill for bards.
Read Lips. Trained only.
Smell. You can use the tracking feat using this
sense as stated in the DMG. You can also
sense and sometimes identify monsters within
the vicinity. Wisdom modifier. Whether it is treated as a ‘Class Skill’ is
dependent on race: it is a racial skill of elves; half-elves and halflings have
a base modifier of –5 and considered
cross-class. All other humanoids are
–10. Typical monsters that have
heightened smell are orcs, dragons, minotaurs, and gnolls.
DC 10 sense creatures
DC 20 know direction
DC 30 pinpoint target as blind-sight
DC +1 every 5’ (expect first 5’)
DC +5 in light wind (except directly downwind)
DC +15 in moderate wind (except
directly downwind)
If first check is
successful:
DC 10 identify common creatures
DC 15 identify uncommon creatures
DC 20 identify rare creatures
DC 25 identify very rare, or unique
creatures
DC –5 if very familiar with
creature type
DC +5 if unfamiliar
DC impossible if creature type is
unknown.
Speak Languages. One rank to know language somewhat. To understand what is spoken or to try to communicate something is DC 10 modified by
intelligence. Of course, you can
communicate something simple without using language, but that has nothing to do
with this skill. Charisma is penalized
at –2 at this point. Two ranks into any
one language means you understand the language fluently. One extra rank is needed to understand the
written form of a language you already know.
Bonus: you only need to put in
one rank for each alphabet. Example, if
you have one rank in both dwarven and gnomish languages, you only need one more
rank to be able to read them both. You
automatically know how to read and speak fluently the one or two languages you
start off with.
Swim. Combined with jump. Or alternatively, you get three ranks for
every one point you put into it.
Wilderness Lore. Encompasses ‘Intuit Direction’ skill,
‘Nature’ knowledge skill, and such things as fire building, hunting, fishing, weather sense, and other
basic survival skills.
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